Sage's Sanctum

Magic Classes

Casting Dice

Each template of a magic class gives you a casting die, up to a maximum of four casting dice. So, a character with 4 witch templates has 4 casting dice. You spend casting dice to cast spells.

You regain all spent casting die when you Hit the Hay.

Spell casting

You cast a spell by spending one or more casting dice. After choosing a spell, choose how many dice you want to roll, roll them, then the spell takes effect. The effect of spending more dice on a spell differs depending on the spell, but always makes the spell more powerful in some way.

Anytime you roll doubles on your casting dice, you suffer a mishap and roll on your class’ mishap table.

Any casting die that comes up 1-3 when you roll it returns to your casting dice pool, the rest are expended.

Unarmored Casting

A character that isn’t wearing armor or a shield gains 1 additional casting die after they Hit the Hay, lasting until the end of the next day, or when they wear armor or a shield.

Witch

*By birth or by transfusion, the blood of Morgan, the First Witch runs in your veins. You are part of the coven. *

Prerequisite: You can take this class’ first template at character creation if you are a woman. Otherwise, you must receive a transfusion of witch’s blood.

Each time you gain a witch template, learn 2 random spells from your chosen spell specialization.

Starting Equipment

Templates
1: Daughter of Morgan, Spell Specialization
2: Scrollcraft
3: Familiar
4: Deliver Plague

Spell Specialization

Choose one of the spell specializations below this class. You learn 2 random spells from that specializations spell list. Each time you gain a new Witch template, you learn 2 new random spells.

Daughter of Morgan
You have a connection with others who share the blood of Morgan.

You can spend a casting die to contact the coven. When you do so you can ask a question. If someone in the coven knows the answer, they will respond in 1d6 days. When you use this ability there is a 1 in 6 chance that after responding to your question a witch asks you a question. You may not use this ability again until you answer.

If you hit the hay alongside a fellow witch, you both regain 1 extra casting die.

Scrollcraft

Using a blank scroll and fine inks, you can create a scroll with one of the spells you know. The process takes 4 hours and requires you to spend at least 1 casting die. At the end, the inks are consumed, and you gain a scroll of the spell you chose, imbued with the number of casting dice you spent to make it.

You can also learn from a scroll. If you have a scroll containing a spell you don’t know, you can attempt to memorize the spell. Doing so takes an hour. At the end of the hour, make a Mind check. If you succeed, add the spell to your spells known. Whether you succeed or not, the scroll is consumed.

Familiar

You gain the aid of a helpful spirit that takes a random form of one of the following animals: Toad, Owl, Rat, Bat, Cat, Snake. Your familiar can follow simple instructions and communicate simple ideas to you through an empathic connection. If your familiar dies, it will reform in 1d4 weeks.

If you order your familiar to perform tasks that put it directly in harm's way, such as checking traps, it may come to resent you and decline your direction.

Deliver Plague

You’ve mastered the powers gifted to you by Morgan and can cast rituals that bring plague to entire regions. When using this ability you must spend 4 casting dice. You can only use this ability once each month.

Performing the ritual requires A vial of infected blood containing the disease you aim to spread. 2 human beings worth of blood to draw the ritual circle, along with paints worth at least 100g in total. 8 uninterrupted hours to complete the ritual.

When the ritual is complete, Over the next 1d10 days, 1d100% of targets within the hex you performed the ritual in are afflicted with the disease you attempted to spread. You and any allies in range must make a Brawn check to avoid contracting the disease.

Witch Mishaps

Roll Mishap
1 Your spell is delayed; it goes off in 1d6 turns on a random target. If there are no valid targets, you take 1d4 damage.
2 You take 1d6 Damage
3 Your spell fizzles and doesn’t go off
4 You can’t cast another spell for 1d6 rounds.
5 You lose a casting die
6 You are blinded for 1d4 turns

Witch Spell Specializations

Nature

  1. Lightning Bolt
  2. Dust Devil
  3. Sunlight
  4. Grasping Vines
  5. Geyser
  6. Wind Wall
  7. Vine Whip
  8. Armor of Thorns
  9. Flash Fire
  10. Identify Monster

Necromancer

  1. Corpse Explosion
  2. Craft Undead
  3. Foretell Death
  4. Wither
  5. Terrify
  6. Sicken
  7. Drain Life
  8. Speak With Dead
  9. Lay to Rest
  10. Stitch Together

Deception

  1. Charm Person
  2. Hypnotic Lights
  3. Invisibility
  4. Illusion
  5. Confusion
  6. Disguise
  7. Color Spray
  8. Scry
  9. Silence
  10. Stunning Ray

Spell descriptions